
Arena combat meets mercenary club management. Recruit from a dynamic market, build your squad, and compete season after season in leagues and cups.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best KR #78, worst FR #79 · 2 markets collected
About
Control one fighter in fast-paced arena battles. Aim abilities, move, and react in real time to outplay your opponents through positioning and timing. Or step back, set tactics, and watch your team fight.
Win fights to earn gold, buy and sell mercenaries, and strengthen your roster. Discover classes with unique abilities, shape your team, and upgrade it across seasons.
Put your team to the test in structured leagues and tournaments. Face powerful clubs and unique leaders, recruit rare champions, and climb your way to the top.
Every run forces new decisions. Randomized stats, evolving rosters, and dynamic opponents keep each season different, while the market gives you new ways to adapt and improve.
A medieval world where war has been replaced by arena combat. Clubs of mercenaries compete in structured leagues for power, gold, and prestige. Enter the arena. Climb to the top.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 935 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A gem indeed, have two minor suggestions below: 1. Classes unlocked after Season 2-4 should not appear in the market before they are unlocked. It is frustrating and unfair to battle a team with 2 archmages and 1 swordmaster as the beginning of season 1. 2. Economic system: 1) Scouting should cost less or it is really useless; 2) Gold earned after each battle is too little compared with draft cup/tournament/selling team members. I think a betting system would be good, same as the game "We who are about to die"
Eslabong is an ambitious hybrid of arena combat, team management, tactical strategy, RPG progression, and auto-battler mechanics built around the idea of running a competitive medieval mercenary club. Instead of presenting warfare as another conventional struggle between kingdoms, the game imagines a world where organized arena competition has become a major path toward money, reputation, and influence. Players are responsible for developing their organization, recruiting capable fighters, preparing effective combinations, and attempting to rise through increasingly demanding competitions. Developed and published by shirowita, it already offers a surprisingly substantial foundation despite being an Early Access title. The most interesting feature is the freedom to approach battles from two different perspectives. Players can directly control their captain during arena encounters, turning combat into a more active experience where movement, positioning, ability usage, and reactions matter. Those who prefer strategy can instead concentrate on preparing their mercenaries and allow the team to fight automatically. This flexibility gives Eslabong a broader appeal than a traditional auto-battler because tactical preparation does not completely replace player-controlled action. Switching between direct participation and managerial observation also helps keep repeated battles from feeling too predictable. Team construction forms the heart of the long-term experience. Successful battles provide resources that can be invested into recruiting and developing mercenaries, while unwanted characters can be sold as the club evolves. The dynamic mercenary market makes recruitment more meaningful because players cannot simply assume that every desired fighter will always be conveniently available. Building an effective roster therefore requires adapting to opportunities, evaluating weaknesses, and deciding whether a new mercenary provides enough value to justify changing an established formation. Roster diversity is one of the game's major strengths. Its Early Access content includes around 50 mercenary classes, approximately 100 champions, and more than 500 abilities and spells. Those numbers create a considerable number of potential combinations, especially when individual statistics and complementary abilities are considered. Finding a powerful fighter is useful, but understanding how that character interacts with the rest of the squad is more important. A carefully constructed team can achieve far more than a collection of individually strong mercenaries with little tactical synergy. The seasonal structure gives these systems a clear purpose. Players compete through leagues while trying to improve their club's standing, but additional tournaments and specialized events provide alternatives to standard competition. Modes such as the Chaos Cup introduce less conventional battle conditions, while Allstar events offer another reason to experiment with the roster. PvE content expands the experience further, including Defend the Iron Gate with rotating challenges. Asynchronous multiplayer through the Challenge Tower also allows players to test their progress against competitive opposition without requiring conventional simultaneous multiplayer sessions. Scouting adds another useful strategic dimension. The Codex can be used to examine rival clubs and their developing rosters, giving attentive managers information that can influence upcoming decisions. Instead of entering every match without preparation, players can consider what opponents are building and potentially adjust their own squad accordingly. This makes progression feel like an evolving competitive ecosystem rather than an isolated sequence of encounters. The pixel-art presentation suits the game's mechanical focus. Arena battles can involve multiple characters, abilities, attacks, and effects, so visual readability is more valuable here than excessive graphical complexity. The fantasy-medieval sporting atmosphere also gives Eslabong a distinctive personality. Mercenary clubs function almost like professional sports organizations, except their competitors consist of specialized warriors and fantastical champions using weapons, spells, and unusual abilities. It is a clever setting that naturally supports the game's league and tournament systems. Cooperative options add further versatility. Local co-op is supported, along with Remote Play Together, allowing another player to participate without changing the central progression structure. Steam Cloud and achievements are included as well, giving players additional incentives to continue developing their club across multiple seasons. Steam Deck compatibility is promising because the game includes full controller support intended to accommodate Steam Deck play. This should make direct arena combat particularly comfortable on the handheld. However, controller support should be distinguished from an official Steam Deck Verified designation. Players should therefore consider it playable with appropriate controller functionality rather than automatically assuming every aspect has received Valve's highest compatibility certification. Management screens and information-heavy interfaces may also feel more comfortable on a larger display for some users. The primary reservation is its Early Access status. While there is already a sizable collection of classes, champions, abilities, competitive events, PvE challenges, and progression mechanics, further content and refinement are planned. Additional classes, spells, abilities, asynchronous multiplayer features, and expansion of the Dungeon Complex are expected to broaden the experience. Balancing is particularly important for a game built around hundreds of abilities and numerous character combinations, so changes during development should be expected. Eslabong succeeds because its individual systems reinforce one another. Recruitment matters because roster choices affect combat, combat matters because victories improve the club, progression matters because stronger competition demands better strategies, and seasonal play encourages players to repeat the cycle with new approaches. It offers enough direct interaction for action-oriented players while retaining the optimization and experimentation expected from a management-focused auto-battler. Although continued development will determine how deep and balanced the final experience becomes, the current foundation is creative, replayable, and mechanically rich. Rating: 9/10
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Languages: English*, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Korean, French, German, Italian, Turkish*languages with full audio support
Hours played at review time, across 936 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
es macht spaß und hat Suchtfaktor. Lange nicht mehr so ein gutes Preis-Leistungsverhältnis gekauft
great in depth game
这个自走棋游戏暂时是今年最佳的自走棋游戏!
The game is fantastic, addictive, deep. Buy it. Only has a few issues: There is an issue with balance where a first campaign on hard, I have gone from Div 7 to 1 never having lost a single match. The game needs to lean into the management aspect a bit more: Your units should have a salary and a will of their own. Sometimes preferring to be traded to other teams instead of resigning with you. This keeps season fresh where you have a rotating roster and not just swapping the same 2 teams of 5 to win every season with ease. The PVP arena kinda sucks all the fun out of the late game: There will always be try-hards that wring the absolute fun out of every online component of a game by running the most braindead, cookie-cutter optimal teams. It should be some-kind of restricted or draft/ban format so that every online match doesn't come down to every team running resurrect and shield spam cleric for instance and we get diverse challenges. To that end many classes need major balances passed. But other than that, its the best 12 bucks you will spend on steam.
你的下一代fm何必是fm27
Excellent mix of manager and autobattler. The game seems deep at about 12 hours in. I can tell that this game has a lot of room to get better upon release. The art and the name would not be my choice but its fine.
Очень залипательная игра. Отличная база для идей автора, уже костяк достаточно хороший построен. Автор, желаю тебе всех смелых идей для реализации!
I bought it 10 hours ago and I played for 10 hours straight lmao. This is way more in depth than it seems.
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